-
Posts
22 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by mgzsman06
-
Reported Version: v0.2.0 (latest) | Mods: Kapybara Space Program, Black Sky Mod | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 3600 | GPU: RTX 3060 TI | RAM: 16GB DDR4 Once you complete a mission, and have some missions there, you can minimise the tab and still click on them in the empty space on the screen. Included Attachments: Missionsbug.mp4
-
Reported Version: v0.2.0 (latest) | Mods: Kapybara Space Program, Black Sky Mod | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 3600 | GPU: RTX 3060 TI | RAM: 16GB DDR4 Loaded the craft, placed an inflatable heat shield onto an engine plate directly, extended it, and then tried to apply that same process to my boosters. I was at 3 symmetry which seemed to work normally for placing them but now none of them are retractable, being marked as retracted, but also extended (and they actually are). Included Attachments: EveLander.txt
-
Reported Version: v0.2.0 (latest) | Mods: Kapybara Space Program, Black Sky Mod | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 3600 | GPU: RTX 3060 TI | RAM: 16GB DDR4 I have 4 tanks placed radially around my craft, and when I try to add more on top of them, they seem to try to place around the single one. Once I had a symmetry multiplier of more than 4 it would place 4 correctly, any less than 4 was only 1, and exactly 4 would cause the issue as shown. It doesn't normally do this, but for some reason on this specific craft it did. Included Attachments: SpiderLander.txt
-
Reported Version: v0.2.0 (latest) | Mods: Kapybara Space Program, Black Sky Mod | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 3600 | GPU: RTX 3060 TI | RAM: 16GB DDR4 After loading into the VAB with a vessel that has engine plates at the bottom, the nodes for them appear (as seen in the attached screenshot). Hovering over them makes them disappear, but still something to note. Included Attachments: SpiderLander.txt
-
Reported Version: v0.2.0 (latest) | Mods: Kapybara Space Program, Black Sky Mod | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 5 3600 | GPU: RTX 3060 TI | RAM: 16GB DDR4 Zoom out while in flight (in my case, over Kerbin) and move the camera around while the clouds should appear behind the craft. Weird artefacts, almost like the cloud is being rendered over the craft for a moment appear, before somewhat correcting itself. Included Attachments:
-
Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Pro 64-Bit | CPU: AMD Ryzen 5 3600 6-Core Processor | GPU: RTX 3060 TI | RAM: 8GB Severity: High- Breaks the save, and/or crashes the game Frequency: Specific issue not 100% reproducable but the same cause of the timewarp causing weird things when retro burning at high timewarp Description: Created a small craft that had around 100m/s dV remaining. Used infinite fuel to burn retro for landing. Was burning in Vals SOI (around 4km/s speed) and attempted to timewarp. Blocked because of the timewarp fuel message. Following this, I clicked the max speed option available at this height (can't remember the specifics, so it must have been riding the SOI). My screen glitched for a moment as I assumed the craft crashed. Then the screen went as shown below in the map view, tracking station AND in game. Screen then turns black when you try to reset it while still playing. Performance is maybe halved or quartered. Trying to reload fails. Doing the same around Kerbin just crashes the game, luckily it auto saves and allows you to carry on before it happens. Tried again and the screen went black, and can recover as craft is "landed" and the save is perfectly safe. Included Attachments:
-
Honored to have made this list! To many more creations to come
-
Grand Unified Wishlist
mgzsman06 replied to Vl3d's topic in KSP2 Suggestions and Development Discussion
I am 1000% on board for the progression being probes/automated before manned. It's always something I felt was a bit odd. It could do with some more 'inline' style guidance cores for the early game, with upgrades including probes that store fuel/MP. However the 'defence' parts in multiplayer for bases would force the game out of the rating which won't happen. The ability to pick up/destroy colony parts is a necessity for sure. Weather is definitely one I would love to consider as well! It makes exploring planets kinda boring, not having to consider these things. It would be good if we were guided to send probes to the planets, do science there and we can learn about insulation against cold planets, hot planets, high wind planets. That would be more of a mid-game thing. I honestly think the hardest part is making new people stick around, since the audience they're going for wanna have fun and be creative messing about, not doing complicated missions like that, that would be needed for progression in the 'normal' games.- 33 replies
-
- 7
-
- improvements
- wishlist
-
(and 1 more)
Tagged with:
-
Somehow any size fairing doesn't seem to work on this little craft. I'll save it and see if reloading it continues to cause this but felt important to note. Doesn't collide with anything that I can see. https://imgur.com/9qi3ARc.jpg There's also this one, which happens whenever you click the top bar of the message shown in the previous image (as if to drag a window). The blue translucent background stays in 1/4 of the screen, with the message disappearing and full interactivity returns. https://imgur.com/NvrkYrM.jpg Also only just noticed that my top navigation bar is missing, so... Guess I won't save then!
-
The title says it all. Easy fix, but my God it's irritating lol Two nodes on the lander can are not centered. And while I'm here, why the odd lip around it? It's the only fairly decent lander can and it's got a lip that doesn't scale to any part I can think of, which also is a bit annoying personally.
- 1 reply
-
- 1
-
Can't take a screenshot for some odd reason, but essentially what has happened is after attempting to save a workspace or a craft (seriously, what the hell is the difference between the two names I set?) A message pops up that said something about "VAB still loading". I thought it was odd. Now, I've tried to click launch and it comes up with "Already Launching". Not sure if this is the one others have had, or not. Either way, a couple hours in the VAB lost Good god, just tried to leave the VAB but I'm still in there. Music has changed, but I am very much so in the VAB.
-
Glad to see so many issues being resolved. Unfortunately none of the ones listed are ones I've experienced besides a couple here and there, but look forward to the map changes and whatever maneuvre node issues the team has gotten to fix. Also, holding out hope either autostrut or reentry (both would be good too!) to be in the update...
-
To put it simply: Mag boots don't work properly while the ship is rotating. Left the capsule, and it has no SAS and was rotating (I wanted it to, for fun). Used my boots to stick to the fuel tank, and whilst I did stick, my Kerbal didn't rotate around it Not sure what I was expecting, but thought it would be good to report.
-
Very, very very true. I'm just hoping that they chose that wording to allow them a few weeks to do as much as possible without being too stressed. It would be nice to fix the bugs and people would be less annoyed, but releasing those not long afterwards would be a good idea since its supposedly already been worked on before we got it and would be neat to see finally lol
-
I'm certain the devs are hard at work and as they said 'within a few weeks' we'll hopefully see a patch to a vast majority of the game breaking issues. Perhaps they'll enable aero effects, reentry and autostrut too
-
I've posted bugs in the bug report forum, so I thought I'd write here what I love and feel is missing or could be tweaked here. Enjoy: New UI is much more useful, to where it's possible to not rely on the map screen for a lot of maneuvers. The graphics look far better than KSP-1 VAB controls are improved upon the previous game also First time user experience is great at introducing new players Paint manager definitely opens up a lot more opportunities THE NEW LANDING LEGS <<<<<3 New crew capsules/cockpits are amazing FINALLY A MK2 NOSE CONE LIKE THE COCKPIT Plumes are amazing The sounds are ear candy Maneuver node is much easier to alter the path (though much harder to read, see below) Dislike / Needs Changing (IMO) Performance is about half of comfortable rate majority of the time (5600XT GPU, Ryzen 5 3600, 16GB ram if that helps!) Parts manager lags before appearing and seems to get in the way (appearing over other UI elements AND oversized) No option to change the UI layout (not major, just would be nice) Trip planner cannot calculate delta-v for multi-body trips ( I.E kerbin-jool-laythe-kerbin) Alarm clock feature definitely being missed over here Text 'typing' effect in the VAB should be all together removed, irritating as I'm still learning where everything is RCS (wheels + thrusters) should have their own tab, not under utility VAB icons are *too* pixellated, some icons take some time to really 'read' AUTO STRUT IS MAJORLY MISSING Maneuver nodes do not display orbital path through other SOI The blue rings that demonstrate entrance/exit of SOI should have colour differences to show which is which, and also should be smaller and less noticeable Too many little icons when creating nodes, that don't explain what they are (I am still confused) Cannot click to maintain the AP or PE of a maneuver node (at least not easily, I haven't been able to see it before)
-
Occasionally cannot decouple Cannot create or edit maneuver node in 0x Speed When using infinite fuel cheat with an empty tank as the only source, the engine acts as if it is off while under timewarp Sky and Water totally absent Landing legs causing uncontrollable spinning when leaving timewarp Landing legs falling off after timewarp/load (from quicksave OR tracking station) Orbit line disappearing after a quick load/vessel swap Upon load from tracking station, chance of vessel clipping through ground and falling
-
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
mgzsman06 replied to Theysen's topic in KSP1 Mod Releases
Alright... Not sure if I'm meant to post here or not but I assume that I can: Anyone able to help me with why (and possibly how to disable) the feature that stops timewarp whenever a probe/satellite (or anything) loses signal? Trying to warp to a new build and it keeps stopping because of (what I assume is the reason anyways) a message pop up that says "WARNING" or "RELAX" (I'm sure you all know what I'm on about there). Right now, I am warping when I'm at the space centre, not controlling the probe. It also annoys me with this when I'm warping to a maneuver!- 2,207 replies
-
- realism overhaul
- ro
-
(and 1 more)
Tagged with:
-
Thanks for the reply. I was simply asking about the interiors just so I did not have to install over 20 extra mods to do so. But thank you SO much for the info. This mod is really fun!
- 1,006 replies
-
- iva
- rasterpropmonitor
-
(and 1 more)
Tagged with:
-
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
mgzsman06 replied to pizzaoverhead's topic in KSP1 Mod Development
As of 9th of March 2019, there is a bug with Input locks for every space craft after a while. -
Will it ever be possible for this to: 1: Be on CKAN? 2: Include the IVA interiors pre-built into the mod (the stock ones, e.g the cockpits) or have some kind of sub-forum with all the mods using this listed? Thanks for any help and I'll be sure to download this mod soon!
- 1,006 replies
-
- 1
-
- iva
- rasterpropmonitor
-
(and 1 more)
Tagged with: